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VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
549 lines
20 KiB
C++
549 lines
20 KiB
C++
/*************************************************************************/
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/* texture_progress.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "texture_progress.h"
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#include "core/engine.h"
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void TextureProgress::set_under_texture(const Ref<Texture2D> &p_texture) {
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under = p_texture;
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update();
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minimum_size_changed();
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}
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Ref<Texture2D> TextureProgress::get_under_texture() const {
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return under;
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}
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void TextureProgress::set_over_texture(const Ref<Texture2D> &p_texture) {
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over = p_texture;
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update();
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if (under.is_null()) {
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minimum_size_changed();
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}
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}
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Ref<Texture2D> TextureProgress::get_over_texture() const {
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return over;
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}
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void TextureProgress::set_stretch_margin(Margin p_margin, int p_size) {
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ERR_FAIL_INDEX((int)p_margin, 4);
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stretch_margin[p_margin] = p_size;
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update();
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minimum_size_changed();
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}
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int TextureProgress::get_stretch_margin(Margin p_margin) const {
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ERR_FAIL_INDEX_V((int)p_margin, 4, 0);
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return stretch_margin[p_margin];
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}
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void TextureProgress::set_nine_patch_stretch(bool p_stretch) {
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nine_patch_stretch = p_stretch;
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update();
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minimum_size_changed();
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}
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bool TextureProgress::get_nine_patch_stretch() const {
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return nine_patch_stretch;
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}
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Size2 TextureProgress::get_minimum_size() const {
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if (nine_patch_stretch)
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return Size2(stretch_margin[MARGIN_LEFT] + stretch_margin[MARGIN_RIGHT], stretch_margin[MARGIN_TOP] + stretch_margin[MARGIN_BOTTOM]);
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else if (under.is_valid())
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return under->get_size();
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else if (over.is_valid())
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return over->get_size();
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else if (progress.is_valid())
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return progress->get_size();
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return Size2(1, 1);
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}
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void TextureProgress::set_progress_texture(const Ref<Texture2D> &p_texture) {
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progress = p_texture;
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update();
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minimum_size_changed();
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}
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Ref<Texture2D> TextureProgress::get_progress_texture() const {
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return progress;
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}
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void TextureProgress::set_tint_under(const Color &p_tint) {
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tint_under = p_tint;
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update();
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}
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Color TextureProgress::get_tint_under() const {
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return tint_under;
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}
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void TextureProgress::set_tint_progress(const Color &p_tint) {
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tint_progress = p_tint;
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update();
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}
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Color TextureProgress::get_tint_progress() const {
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return tint_progress;
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}
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void TextureProgress::set_tint_over(const Color &p_tint) {
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tint_over = p_tint;
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update();
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}
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Color TextureProgress::get_tint_over() const {
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return tint_over;
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}
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Point2 TextureProgress::unit_val_to_uv(float val) {
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if (progress.is_null())
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return Point2();
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if (val < 0)
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val += 1;
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if (val > 1)
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val -= 1;
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Point2 p = get_relative_center();
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// Minimal version of Liang-Barsky clipping algorithm
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float angle = (val * Math_TAU) - Math_PI * 0.5;
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Point2 dir = Vector2(Math::cos(angle), Math::sin(angle));
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float t1 = 1.0;
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float cp = 0;
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float cq = 0;
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float cr = 0;
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float edgeLeft = 0.0;
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float edgeRight = 1.0;
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float edgeBottom = 0.0;
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float edgeTop = 1.0;
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for (int edge = 0; edge < 4; edge++) {
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if (edge == 0) {
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if (dir.x > 0)
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continue;
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cq = -(edgeLeft - p.x);
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dir.x *= 2.0 * cq;
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cp = -dir.x;
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} else if (edge == 1) {
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if (dir.x < 0)
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continue;
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cq = (edgeRight - p.x);
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dir.x *= 2.0 * cq;
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cp = dir.x;
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} else if (edge == 2) {
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if (dir.y > 0)
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continue;
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cq = -(edgeBottom - p.y);
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dir.y *= 2.0 * cq;
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cp = -dir.y;
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} else if (edge == 3) {
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if (dir.y < 0)
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continue;
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cq = (edgeTop - p.y);
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dir.y *= 2.0 * cq;
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cp = dir.y;
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}
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cr = cq / cp;
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if (cr >= 0 && cr < t1)
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t1 = cr;
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}
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return (p + t1 * dir);
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}
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Point2 TextureProgress::get_relative_center() {
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if (progress.is_null())
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return Point2();
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Point2 p = progress->get_size() / 2;
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p += rad_center_off;
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p.x /= progress->get_width();
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p.y /= progress->get_height();
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p.x = CLAMP(p.x, 0, 1);
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p.y = CLAMP(p.y, 0, 1);
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return p;
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}
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void TextureProgress::draw_nine_patch_stretched(const Ref<Texture2D> &p_texture, FillMode p_mode, double p_ratio, const Color &p_modulate) {
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Vector2 texture_size = p_texture->get_size();
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Vector2 topleft = Vector2(stretch_margin[MARGIN_LEFT], stretch_margin[MARGIN_TOP]);
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Vector2 bottomright = Vector2(stretch_margin[MARGIN_RIGHT], stretch_margin[MARGIN_BOTTOM]);
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Rect2 src_rect = Rect2(Point2(), texture_size);
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Rect2 dst_rect = Rect2(Point2(), get_size());
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if (p_ratio < 1.0) {
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// Drawing a partially-filled 9-patch is a little tricky -
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// texture is divided by 3 sections toward fill direction,
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// then middle section is stretching while the other two aren't.
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double width_total = 0.0;
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double width_texture = 0.0;
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double first_section_size = 0.0;
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double last_section_size = 0.0;
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switch (mode) {
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case FILL_LEFT_TO_RIGHT:
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case FILL_RIGHT_TO_LEFT: {
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width_total = dst_rect.size.x;
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width_texture = texture_size.x;
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first_section_size = topleft.x;
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last_section_size = bottomright.x;
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} break;
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case FILL_TOP_TO_BOTTOM:
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case FILL_BOTTOM_TO_TOP: {
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width_total = dst_rect.size.y;
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width_texture = texture_size.y;
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first_section_size = topleft.y;
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last_section_size = bottomright.y;
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} break;
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case FILL_BILINEAR_LEFT_AND_RIGHT: {
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// TODO: Implement
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} break;
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case FILL_BILINEAR_TOP_AND_BOTTOM: {
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// TODO: Implement
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} break;
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case FILL_CLOCKWISE:
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case FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE:
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case FILL_COUNTER_CLOCKWISE: {
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// Those modes are circular, not relevant for nine patch
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} break;
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}
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double width_filled = width_total * p_ratio;
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double middle_section_size = MAX(0.0, width_texture - first_section_size - last_section_size);
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middle_section_size *= MIN(1.0, (MAX(0.0, width_filled - first_section_size) / MAX(1.0, width_total - first_section_size - last_section_size)));
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last_section_size = MAX(0.0, last_section_size - (width_total - width_filled));
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first_section_size = MIN(first_section_size, width_filled);
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width_texture = MIN(width_texture, first_section_size + middle_section_size + last_section_size);
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switch (mode) {
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case FILL_LEFT_TO_RIGHT: {
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src_rect.size.x = width_texture;
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dst_rect.size.x = width_filled;
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topleft.x = first_section_size;
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bottomright.x = last_section_size;
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} break;
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case FILL_RIGHT_TO_LEFT: {
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src_rect.position.x += src_rect.size.x - width_texture;
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src_rect.size.x = width_texture;
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dst_rect.position.x += width_total - width_filled;
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dst_rect.size.x = width_filled;
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topleft.x = last_section_size;
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bottomright.x = first_section_size;
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} break;
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case FILL_TOP_TO_BOTTOM: {
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src_rect.size.y = width_texture;
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dst_rect.size.y = width_filled;
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bottomright.y = last_section_size;
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topleft.y = first_section_size;
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} break;
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case FILL_BOTTOM_TO_TOP: {
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src_rect.position.y += src_rect.size.y - width_texture;
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src_rect.size.y = width_texture;
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dst_rect.position.y += width_total - width_filled;
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dst_rect.size.y = width_filled;
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topleft.y = last_section_size;
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bottomright.y = first_section_size;
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} break;
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case FILL_BILINEAR_LEFT_AND_RIGHT: {
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// TODO: Implement
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} break;
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case FILL_BILINEAR_TOP_AND_BOTTOM: {
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// TODO: Implement
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} break;
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case FILL_CLOCKWISE:
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case FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE:
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case FILL_COUNTER_CLOCKWISE: {
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// Those modes are circular, not relevant for nine patch
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} break;
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}
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}
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p_texture->get_rect_region(dst_rect, src_rect, dst_rect, src_rect);
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RID ci = get_canvas_item();
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RS::get_singleton()->canvas_item_add_nine_patch(ci, dst_rect, src_rect, p_texture->get_rid(), topleft, bottomright, RS::NINE_PATCH_STRETCH, RS::NINE_PATCH_STRETCH, true, p_modulate);
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}
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void TextureProgress::_notification(int p_what) {
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const float corners[12] = { -0.125, -0.375, -0.625, -0.875, 0.125, 0.375, 0.625, 0.875, 1.125, 1.375, 1.625, 1.875 };
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switch (p_what) {
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case NOTIFICATION_DRAW: {
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if (nine_patch_stretch && (mode == FILL_LEFT_TO_RIGHT || mode == FILL_RIGHT_TO_LEFT || mode == FILL_TOP_TO_BOTTOM || mode == FILL_BOTTOM_TO_TOP)) {
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if (under.is_valid()) {
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draw_nine_patch_stretched(under, FILL_LEFT_TO_RIGHT, 1.0, tint_under);
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}
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if (progress.is_valid()) {
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draw_nine_patch_stretched(progress, mode, get_as_ratio(), tint_progress);
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}
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if (over.is_valid()) {
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draw_nine_patch_stretched(over, FILL_LEFT_TO_RIGHT, 1.0, tint_over);
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}
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} else {
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if (under.is_valid())
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draw_texture(under, Point2(), tint_under);
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if (progress.is_valid()) {
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Size2 s = progress->get_size();
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switch (mode) {
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case FILL_LEFT_TO_RIGHT: {
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Rect2 region = Rect2(Point2(), Size2(s.x * get_as_ratio(), s.y));
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draw_texture_rect_region(progress, region, region, tint_progress);
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} break;
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case FILL_RIGHT_TO_LEFT: {
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Rect2 region = Rect2(Point2(s.x - s.x * get_as_ratio(), 0), Size2(s.x * get_as_ratio(), s.y));
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draw_texture_rect_region(progress, region, region, tint_progress);
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} break;
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case FILL_TOP_TO_BOTTOM: {
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Rect2 region = Rect2(Point2(), Size2(s.x, s.y * get_as_ratio()));
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draw_texture_rect_region(progress, region, region, tint_progress);
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} break;
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case FILL_BOTTOM_TO_TOP: {
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Rect2 region = Rect2(Point2(0, s.y - s.y * get_as_ratio()), Size2(s.x, s.y * get_as_ratio()));
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draw_texture_rect_region(progress, region, region, tint_progress);
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} break;
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case FILL_CLOCKWISE:
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case FILL_COUNTER_CLOCKWISE:
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case FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE: {
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if (nine_patch_stretch)
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s = get_size();
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float val = get_as_ratio() * rad_max_degrees / 360;
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if (val == 1) {
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Rect2 region = Rect2(Point2(), s);
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draw_texture_rect_region(progress, region, region, tint_progress);
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} else if (val != 0) {
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Array pts;
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float direction = mode == FILL_COUNTER_CLOCKWISE ? -1 : 1;
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float start;
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if (mode == FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE) {
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start = rad_init_angle / 360 - val / 2;
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} else {
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start = rad_init_angle / 360;
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}
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float end = start + direction * val;
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pts.append(start);
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pts.append(end);
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float from = MIN(start, end);
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float to = MAX(start, end);
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for (int i = 0; i < 12; i++)
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if (corners[i] > from && corners[i] < to)
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pts.append(corners[i]);
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pts.sort();
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Vector<Point2> uvs;
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Vector<Point2> points;
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uvs.push_back(get_relative_center());
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points.push_back(Point2(s.x * get_relative_center().x, s.y * get_relative_center().y));
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for (int i = 0; i < pts.size(); i++) {
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Point2 uv = unit_val_to_uv(pts[i]);
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if (uvs.find(uv) >= 0)
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continue;
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uvs.push_back(uv);
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points.push_back(Point2(uv.x * s.x, uv.y * s.y));
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}
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Vector<Color> colors;
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colors.push_back(tint_progress);
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draw_polygon(points, colors, uvs, progress);
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}
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if (Engine::get_singleton()->is_editor_hint()) {
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Point2 p;
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if (nine_patch_stretch)
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p = get_size();
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else
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p = progress->get_size();
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p.x *= get_relative_center().x;
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p.y *= get_relative_center().y;
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p = p.floor();
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draw_line(p - Point2(8, 0), p + Point2(8, 0), Color(0.9, 0.5, 0.5), 2);
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draw_line(p - Point2(0, 8), p + Point2(0, 8), Color(0.9, 0.5, 0.5), 2);
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}
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} break;
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case FILL_BILINEAR_LEFT_AND_RIGHT: {
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Rect2 region = Rect2(Point2(s.x / 2 - s.x * get_as_ratio() / 2, 0), Size2(s.x * get_as_ratio(), s.y));
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draw_texture_rect_region(progress, region, region, tint_progress);
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} break;
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case FILL_BILINEAR_TOP_AND_BOTTOM: {
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Rect2 region = Rect2(Point2(0, s.y / 2 - s.y * get_as_ratio() / 2), Size2(s.x, s.y * get_as_ratio()));
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draw_texture_rect_region(progress, region, region, tint_progress);
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} break;
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default:
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draw_texture_rect_region(progress, Rect2(Point2(), Size2(s.x * get_as_ratio(), s.y)), Rect2(Point2(), Size2(s.x * get_as_ratio(), s.y)), tint_progress);
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}
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}
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if (over.is_valid())
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draw_texture(over, Point2(), tint_over);
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}
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} break;
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}
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}
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void TextureProgress::set_fill_mode(int p_fill) {
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ERR_FAIL_INDEX(p_fill, 9);
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mode = (FillMode)p_fill;
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update();
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}
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int TextureProgress::get_fill_mode() {
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return mode;
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}
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void TextureProgress::set_radial_initial_angle(float p_angle) {
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while (p_angle > 360)
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p_angle -= 360;
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while (p_angle < 0)
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p_angle += 360;
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rad_init_angle = p_angle;
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update();
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}
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float TextureProgress::get_radial_initial_angle() {
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return rad_init_angle;
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}
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void TextureProgress::set_fill_degrees(float p_angle) {
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rad_max_degrees = CLAMP(p_angle, 0, 360);
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update();
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}
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float TextureProgress::get_fill_degrees() {
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return rad_max_degrees;
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}
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void TextureProgress::set_radial_center_offset(const Point2 &p_off) {
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rad_center_off = p_off;
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update();
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}
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Point2 TextureProgress::get_radial_center_offset() {
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return rad_center_off;
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}
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void TextureProgress::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_under_texture", "tex"), &TextureProgress::set_under_texture);
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ClassDB::bind_method(D_METHOD("get_under_texture"), &TextureProgress::get_under_texture);
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ClassDB::bind_method(D_METHOD("set_progress_texture", "tex"), &TextureProgress::set_progress_texture);
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ClassDB::bind_method(D_METHOD("get_progress_texture"), &TextureProgress::get_progress_texture);
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ClassDB::bind_method(D_METHOD("set_over_texture", "tex"), &TextureProgress::set_over_texture);
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ClassDB::bind_method(D_METHOD("get_over_texture"), &TextureProgress::get_over_texture);
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ClassDB::bind_method(D_METHOD("set_fill_mode", "mode"), &TextureProgress::set_fill_mode);
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ClassDB::bind_method(D_METHOD("get_fill_mode"), &TextureProgress::get_fill_mode);
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ClassDB::bind_method(D_METHOD("set_tint_under", "tint"), &TextureProgress::set_tint_under);
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ClassDB::bind_method(D_METHOD("get_tint_under"), &TextureProgress::get_tint_under);
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ClassDB::bind_method(D_METHOD("set_tint_progress", "tint"), &TextureProgress::set_tint_progress);
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ClassDB::bind_method(D_METHOD("get_tint_progress"), &TextureProgress::get_tint_progress);
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ClassDB::bind_method(D_METHOD("set_tint_over", "tint"), &TextureProgress::set_tint_over);
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ClassDB::bind_method(D_METHOD("get_tint_over"), &TextureProgress::get_tint_over);
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ClassDB::bind_method(D_METHOD("set_radial_initial_angle", "mode"), &TextureProgress::set_radial_initial_angle);
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ClassDB::bind_method(D_METHOD("get_radial_initial_angle"), &TextureProgress::get_radial_initial_angle);
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ClassDB::bind_method(D_METHOD("set_radial_center_offset", "mode"), &TextureProgress::set_radial_center_offset);
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ClassDB::bind_method(D_METHOD("get_radial_center_offset"), &TextureProgress::get_radial_center_offset);
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ClassDB::bind_method(D_METHOD("set_fill_degrees", "mode"), &TextureProgress::set_fill_degrees);
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ClassDB::bind_method(D_METHOD("get_fill_degrees"), &TextureProgress::get_fill_degrees);
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ClassDB::bind_method(D_METHOD("set_stretch_margin", "margin", "value"), &TextureProgress::set_stretch_margin);
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ClassDB::bind_method(D_METHOD("get_stretch_margin", "margin"), &TextureProgress::get_stretch_margin);
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ClassDB::bind_method(D_METHOD("set_nine_patch_stretch", "stretch"), &TextureProgress::set_nine_patch_stretch);
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ClassDB::bind_method(D_METHOD("get_nine_patch_stretch"), &TextureProgress::get_nine_patch_stretch);
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ADD_GROUP("Textures", "texture_");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_under", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_under_texture", "get_under_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_over", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_over_texture", "get_over_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_progress", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_progress_texture", "get_progress_texture");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "fill_mode", PROPERTY_HINT_ENUM, "Left to Right,Right to Left,Top to Bottom,Bottom to Top,Clockwise,Counter Clockwise,Bilinear (Left and Right),Bilinear (Top and Bottom), Clockwise and Counter Clockwise"), "set_fill_mode", "get_fill_mode");
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ADD_GROUP("Tint", "tint_");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "tint_under"), "set_tint_under", "get_tint_under");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "tint_over"), "set_tint_over", "get_tint_over");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "tint_progress"), "set_tint_progress", "get_tint_progress");
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ADD_GROUP("Radial Fill", "radial_");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radial_initial_angle", PROPERTY_HINT_RANGE, "0.0,360.0,0.1,slider"), "set_radial_initial_angle", "get_radial_initial_angle");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radial_fill_degrees", PROPERTY_HINT_RANGE, "0.0,360.0,0.1,slider"), "set_fill_degrees", "get_fill_degrees");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "radial_center_offset"), "set_radial_center_offset", "get_radial_center_offset");
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|
ADD_GROUP("Stretch", "stretch_");
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|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "nine_patch_stretch"), "set_nine_patch_stretch", "get_nine_patch_stretch");
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ADD_PROPERTYI(PropertyInfo(Variant::INT, "stretch_margin_left", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", MARGIN_LEFT);
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|
ADD_PROPERTYI(PropertyInfo(Variant::INT, "stretch_margin_top", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", MARGIN_TOP);
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|
ADD_PROPERTYI(PropertyInfo(Variant::INT, "stretch_margin_right", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", MARGIN_RIGHT);
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|
ADD_PROPERTYI(PropertyInfo(Variant::INT, "stretch_margin_bottom", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", MARGIN_BOTTOM);
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|
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BIND_ENUM_CONSTANT(FILL_LEFT_TO_RIGHT);
|
|
BIND_ENUM_CONSTANT(FILL_RIGHT_TO_LEFT);
|
|
BIND_ENUM_CONSTANT(FILL_TOP_TO_BOTTOM);
|
|
BIND_ENUM_CONSTANT(FILL_BOTTOM_TO_TOP);
|
|
BIND_ENUM_CONSTANT(FILL_CLOCKWISE);
|
|
BIND_ENUM_CONSTANT(FILL_COUNTER_CLOCKWISE);
|
|
BIND_ENUM_CONSTANT(FILL_BILINEAR_LEFT_AND_RIGHT);
|
|
BIND_ENUM_CONSTANT(FILL_BILINEAR_TOP_AND_BOTTOM);
|
|
BIND_ENUM_CONSTANT(FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE);
|
|
}
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|
|
|
TextureProgress::TextureProgress() {
|
|
mode = FILL_LEFT_TO_RIGHT;
|
|
rad_init_angle = 0;
|
|
rad_center_off = Point2();
|
|
rad_max_degrees = 360;
|
|
set_mouse_filter(MOUSE_FILTER_PASS);
|
|
|
|
nine_patch_stretch = false;
|
|
stretch_margin[MARGIN_LEFT] = 0;
|
|
stretch_margin[MARGIN_RIGHT] = 0;
|
|
stretch_margin[MARGIN_BOTTOM] = 0;
|
|
stretch_margin[MARGIN_TOP] = 0;
|
|
|
|
tint_under = tint_progress = tint_over = Color(1, 1, 1);
|
|
}
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